Well the three community dungeons are among the most fun to try endgame, they're suffering from lack of player attention, crippling bugs, and bad systems such as PvP and Lack of Consumables/Revivals.
I'm here to suggest possible improvements to this dungeon.
- Change the system from Transfer to Channel 100 to making it an instanced dungeon w/ an upto 16-man Fellowship team.
The system for the Community Dungeons transfers the Three-man team to Channel 100. Due to a bug it separates the party upon channel swap. Perhaps it'd be easier to make the Community dungeons 3 separate Instance Dungeons. But set the Party restraints to be a 16-man fellowship with the following restraints:
- 4 separate teams of 4. Team 1 starts together in the north, 2 in the east, 3 in the south, and 4 in the west areas.
- No buffs passed to members of different teams.
- The team that does the highest combined damage gets bonus rewards. Keeping a competitive edge.
The Community dungeons center around competing with each other for rewards so keeping the competitive way while still providing team-work in terms of consistent damage would be best.
- Apply a different method for Boss Rewards. Such as the box selection restricted to each of the teams or the Reward System from Elga.
Each of the four teams should get 4 boxes per player upon completion or Have an upto 16-man version of the Elga reward system. I prefer the 4 restricted boxes. As the bidding system isn't reliable in terms of ungodly rare drops.
- Place additional Rewards. Possibly some themed around each dungeon.
I believe other than the Giant Helmets and the Dark Wings no real rewards are there that are worthwhile. I mean the consumables and exp potions aren't bad. But I feel as additional rewards would promote more people's interest.
- Disable PvP and Apply a consumable/revival toggle switch for additional rewards challenges.
Other than downright Griefing or Panic-like hit and runs the PvP mode has no benefit. However I understand promoting a challenge with the no revives or no consumables. Because of this I would definitely like to keep them but have them as an optional toggle for setting up the instance for your team. Maybe reward players for deciding to try the challenge out.
- Remove the day/time restraints and make them each Once a Day on Alternate days with Dark on Saturdays and Sundays.
Well if the Time/Day restraints with zero reminders are what prevents people from running, then why not remove them and make them each Once a day. However Alternate it like Ice is Monday, Wenesday, Friday while Fire is Tuesday and Thursday. But Dark is Sunday/Saturday.
- Dark Dungeon requires a Key item that is 100% drop in the Fire and Ice rewards.
This way, players should get said item for running dark. Fire and Ice will require either no item or a Community Fellowship Medal bought from the consumable shop in Port of Winds similarly to the Breeze Run tickets.